THE LAST 
WORD ON 
AUCTION 



^HE LAST WORD 

ON 

AUCTION 



INCLUDING 
THE 1915 CODE 

BY 

ELIZABETH HANNA 
H 



. / 



PUBUSHED IN NEW YORK 
DODGE PUBLISHING COMPANY 
220 EAST TWENTY-THIRD ST. 



Copyright, 1915, by 
Dodge Publishing Company 



FEB 12 I9I6 

^Cl A 4 18807 y__. 



THE 

LAST WORD ON AUCTION 



I 91 5 CODE 



INTRODUCTION 

In response to the ever-increas- 
ing interest in Auction, this little 
booklet is prepared, with the hope 
that it may in a measure meet the 
constant demand for some simple, 
concise guide for the playing of the 
modern game. 

The radical changes in the Laws 
adopted by The Whist Club of 
New York, June, 1915, are herein 
recorded, together with a brief ex- 
planation of their character. 

Former methods of play are in 
no way affected by the 1915 rules, 
but a different system of bidding 
is made necessary by the changes. 

These changes merely simplify 
the game, doing away with many 



3 



former complications in declaring, 

and are all in favor of the inexpert. 

IMPORTANT CHANGES IN 
THE LAWS OF AUCTION 
The most radical change is the 

abolishment of the Spade at a 

value of Two. 

The only Spade now used is 

worth nine a trick. 

NEW SLAM VALUES 

A Slam (13 tricks) now counts 
100 in the honor column. 

Little Slam (12 tricks) now 
counts 50, in the honor column. 

CHANGE IN BIDDING VALUES 

No change has been made in the 
values of the suits; they are as 



before : 

Clubs 6 

Diamonds 7 

Hearts 8 

Spades 9 

No Trump 10 

and, as before, 



4 



3 Diamonds overbid 3 Clubs 

3 Hearts overbid 3 Diamonds 

3 No Trumps overbid 3 Spades 
but now any numerically higher 
declaration outbids a lower, e.g., 

4 Clubs (worth 24) outbid 

3 Spades (worth 27) 

5 Diamonds (worth 35) overbid 

4 Spades (worth 36) 

5 Clubs beat 4 Hearts, etc. 

as the contract is for a greater 
number of tricks, 

SOME GENERAL LAWS 

A game consists of 30 points 
made by tricks alone. Only points 
for tricks are entered in the Trick 
score; all other points are put in 
the "Honor" score. 

A Rubber is two out of three 
games. When the first two games 
are won by the same partners, the 
third game is not played; 



5 



The side that wins two games 
scores a bonus of 250 points. 

The players having the higher 
total score are the winners. 

In cutting, the Ace is the lowest 
card. Between cards of otherwise 
equal value, the Spade is the low- 
est, the Heart next, the Diamond 
next, and the Club the highest. 

Players cut to decide upon part- 
ners ; the two lower play against 
the two higher. The lowest deals 
first, has the choice of seats and 
cards. 

It is customary to use two packs 
of cards. 

The dealer's partner should col- 
lect the cards from the preceding 
deal, shuffle, and place them to the 
left of the next dealer. 

The player on the dealer's right 
should cut the cards; they are then 
dealt to the left. 
There MUST be a new deal: 



6 



(a) If the cards be not dealt, be- 
ginning at the Dealer's left 
into four packets one at a time 
and in regular rotation. 

(b) If during a deal or during the 
play the pack be proved incor- 
rect. 

(c) If during a deal any card be 
faced in the pack or exposed, 
on, above, or below the table. 

(d) If more than thirteen cards be 
dealt to any player. 

(e) If the last card does not come 
in its regular order to the 
Dealer. 

(/) If the Dealer omit having the 
pack cut, deal out of turn or 
with the adversaries' cards, 
and either adversary call at- 
tention to the fact before the 
end of the deal and before 
looking at any of his cards. 



7 



Should a correction of any of- 
fense mentioned in / not be made 
in time, or should an adversary 
who has looked at any of his cards 
be the first to call attention to the 
error, the deal stands, and the 
game proceeds as if the deal had 
been correct, the player to the left 
dealing next. When the deal has 
been with the wrong cards, the 
next dealer may take whichever 
pack he prefers. 

If, prior to the cut for the fol- 
lowing deal, a pack be proved in- 
correct, the deal is void, but all 
prior scores stand. 

The pack is not incorrect when 
a missing card or cards are found 
in the other pack, among the 
quitted tricks, below the table, or 
in any other place which makes it 
possible that such card or cards 
8 



were part of the pack during the 
deal. 

Should three players have their 
proper number of cards, the 
fourth, less, the missing card or 
cards, if found, belong to him, and 
he, unless Dummy, is answerable 
for any established revoke or re- 
vokes he may have made. 

After the end of the deal, each 
player, for convenience, should ar- 
range his cards in numerical se- 
quence, the red and black suits al- 
ternating. 

The dealer, having examined his 
hand, must either bid or pass, and 
each player in turn must pass or 
make a higher bid. 

If all four players pass, the deal 
passes to the next player. 

After the final declaration has 
been accepted, the play begins: the 
player on the left of the Declarer 
leads. 



9 



DUMMY 

As soon as the player on the left 
of the Declarer leads, the De- 
clarer's partner places his cards 
face upward on the table, and the 
Declarer plays the cards from that 
hand. 

The partner of the Declarer has 
all the rights of a player, includ- 
ing the right to call attention to a 
lead from the wrong hand, until 
his cards are placed face upward 
on the table. He becomes the 
Dummy then and takes no part 
whatever in the play, except that 
he has the right: — 

(a) To call the Declarer's atten- 
tion to the fact that too many 
or too few cards have been 
played to a trick; 

(b) to correct an improper claim 
of either adversary; 

(c) to call attention to a trick er- 
roneously taken by either side; 

10 



(d) to participate in the discussion 
of any disputed question of 
fact after it has arisen between 
the Declarer and either ad- 
versary; - 

(e) to correct an erroneous score; 
(/) to consult with and advise the 

Declarer as to which penalty 
to exact for a revoke; 

(g) to ask the Declarer whether 
he have any of a suit he has 
renounced. 

The Dummy, if he have not in- 
tentionally looked at any card in 
the hand of a player, has also the 
following additional rights: — 

(h) To call the attention of the 
Declarer to an established ad- 
verse revoke; 

(z) to call the attention of the 
Declarer to a card exposed by 
an adversary or to an adverse 
lead out of turn. 
Should the Dummy call attention 



ii 



to any other incident in the play 
in consequence of which any pen- 
alty might have been exacted, the 
Declarer may not exact such pen- 
alty. Should the Dummy avail 
himself of rights (h) or (t), after 
intentionally looking at a card in 
the hand of a player, the Declarer 
may not exact any penalty for the 
offense in question. 

If the Dummy, by touching a 
card or otherwise, suggest the play 
of one of his cards, either adver- 
sary may require the Declarer to 
play or not to play such card. 

If the Dummy call to the atten- 
tion of the Declarer that he is 
about to lead from the wrong hand, 
either adversary may require that 
the lead be made from that hand. 

Dummy is not subject to the re- 
voke penalty; if he revoke and the 
error be not discovered until the 
trick be turned and quitted, 



12 



whether by the rightful winners or 
not, the trick must stand. 

A card from the Declarer's hand 
is not played until actually quitted, 
but should he name or touch a card 
in the Dummy, such card is played 
unless he say, "I arrange," or 
words to that effect. If he simul- 
taneously touch two or more such 
cards, he may elect which to play. 

If a player look at a trick after 
it has been turned and quitted, the 
opponents may score 25 points in 
their Honor score. 

THE REVOKE 

A revoke occurs when a player, 
other than Dummy, holding one or 
more cards of the suit led, plays a 
card of a different suit. It be- 
comes an established revoke when 
the trick in which it occurs is 
turned and quitted by the rightful 
winners (i.e., the hand removed 



13 



from the trick after it has been 
turned face downward on the 
table), or when either the revok- 
ing player or his partner, whether 
in turn or otherwise, leads or plays 
to the following trick. 

The penalty tor each established 
revoke is: — 

{a) When the Declarer revokes, 
he cannot score for tricks and 
his adversaries add 100 points 
to their score in the honor col- 
umn, in addition to any pen- 
alty which he may have in- 
curred for not making good 
his declaration. 

(b) When either of the adver- 
saries revokes, the Declarer 
may either add 100 points to 
his score in the honor column 
or take three tricks from his 
opponents and add them to his 
own. Such tricks may assist 
the Declarer to make good his 



14 



declaration, but shall not en- 
title him to score any bonus 
in the honor column in case 
the declaration has been 
doubled or redoubled, nor to 
a Slam or Little Slam not 
otherwise obtained. 

(c) When during the play of a 
deal more than one revoke is 
made by the same side, the 
penalty for each revoke after 
the first is 100 points. 
The value of their honors is the 

only score that can be made by a 

revoking side. 

A NEW PENALTY 

A player may not lift from the 
table and look at any of his cards 
until the end of the deal. The pen- 
alty for the violation of this law 
is 25 points in the adverse Honor 
score for each card so examined. 



ETIQUETTE 

Bids should be made in a simple 
and brief manner, thus: 

"One No Trump"; "One Spade"; 
"pass"; "double." 

There should be no unnecessary 
conversation during the play. 

A player should not show his 
pleasure or displeasure at a bid, 
double or play. 

A card should not be played with 
such emphasis as to draw attention 
to it. 

The following condensed table 
of Offenses and Penalties, how- 
ever, concisely covers the main 
points of the Laws. In this table 
the penalties are in italics. 
(Before the Deal) 

Cutting more than one card: 
Must take highest. 
(During the Deal) 

Card exposed: Must deal again. 

Misdeal: Must deal again. 
16 



Deal out of turn; deal with 
wrong cards; omit to have pack 
cut: May be corrected before end 
of deal, otherwise deal stands. 
(During the Declaration) 

Card exposed: Partner cannot 
bid and cannot open that suit; card 
may also be called. 

Pass out of turn: None. 

Bid out of turn: New deal; bid 
treated as void or bid allowed to 
stand. 

Double out of turn; redouble out 
of turn: New deal; treated as 
void, or allowed to stand. 

Redoubling more than once: 100 
points or new deal. 

Doubling partner's declaration; 
redoubling partner's double: 50 
points. 

Insufficient bid: Made sufficient 
and partner debarred from bidding 
pro tern. 



17 



Inadvertent bid: May be cor- 
rected before nexi player act. 

Bid when prohibited: May be set 
aside. No more bidding by player 
or partner. 

(After Declaration and Before 
Play) 

Card exposed by Leader: May 
be called. 

Card exposed by Third Hand: 
It or lead may be called. 

Giving information about bid- 
ding: Lead may be called. 
(During Plav) 
// Declarer— 

Expose card: None. 

Lead out of turn: None. 

Name or touch card of Dummy: 
May be called upon to play it. 

Claim tricks: May be called up- 
on in show hand. 

Revoke: 100 points. 

Subsequently revoke: 100 points 
each. 

18 



// Dummy — 
Revoke: None. 

Suggest a play: It may be re- 
quired or prohibited. 

After looking at card in hand 
of a player, call attention to a re- 
voke, expose card, or lead out of 
turn: No penalty may be exacted 
for the offense. 

Give information about bidding: 
Lead may be called. 

Call to attention of Declarer 
that he is about to lead from wrong 
hand: May be called upon to lead 
from that hand. 
If an Adversary of Declarer — 

Expose card : May be called. 

Play 2 or more cards at once: 
All may be called. 

Lead out of turn: Exposed card 
or called lead. 

Lead before partner plays to last 
trick: Partner may be made to win 
trick if he can. 



19 



Give information about bidding: 
Lead may be called. 

Fourth Hand play before Sec- 
ond: Second Hand may be called 
upon to play highest or lowest, to 
win or lose trick, or if he be void 
of suit led to play highest card of 
any suit named. 

Call attention to trick: Partner 
may have to play highest or low- 
est, or win or lose trick. 

Revoke: 100 points, or 3 tricks. 

Subsequently revoke: 100 points 
for each. 
General Laws — 

Not playing to trick: New deal. 

Playing 2 cards to trick; playing 
with less than proper number of 
cards: Liable for revoke. 

Playing with more than 13 
cards: New deal. 

Looking at quitted trick: 25 
points. 



20 



Looking at a card before end of 
deal : 25 points. 

THE VALUE OF THE TRICKS 



Clubs 6 

Diamonds 7 

Hearts 8 

Spades 9 

No Trumps 10 



The Honors in a declared suit are 
the Ace, King, Queen, Jack and Ten. 

In a No Trump declaration, the 
Honors are the Aces only. 

THE VALUE OF THE HONORS 

When a suit is declared. 
If the Honors are held between 
the partners: 

3 Honors equal 2 times the value 
of the trick. 

4 Honors equal 4 times the value 
of the trick. 

5 Honors equal 5 times the value 
of the trick. 

4 Honors in one hand equal 8 
times the value of the trick. 



21 



4 Honors in one hand and 5th in 
partner's equal 9 times the value 
of the trick. 

5 Honors in one hand equal 10 
times the value of the trick. 

When No Trump is declared. 

3 Aces held between partners 
count 30. 

4 Aces held between partners 
count 40. 

4 Aces in one hand count 100. 

A Slam (13 tricks) counts 100 in 
the Honor score. 

Little Slam (12 tricks) counts 50 
in the Honor score. 

OPENING BIDS 

In bidding, the first thing to be 
considered is whether you have the 
material for a game. If not, try to 
give your partner such information 
as to your hand that he may, if 
possible, make a game-going dec- 
laration. 



22 



If you bid one on a suit, you tell 
your partner that you have at least 
a five-card suit topped by either 
the Ace or the King and that you 
have an outside sure trick, or that 
your five-card suit contains both 
Ace and King, in which case a 
sure trick on the side is not re- 
quired. This is the minimum 
strength on which a suit bid should 
be made. 

There can be no intelligent team 
work if your partner cannot trust 
you to bid correctly. 

A No Trump declaration re- 
quires but three odd tricks to go 
game ; and is obviously the most 
advantageous bid. 

Skillful players now bid No 
Trump on very slight material, the 
minimum strength required being 
one Ace, one King, one Queen, 
properly guarded, distributed 
through three suits. 

23 



Bid No Trump with any of the 
following holdings: 

Four guarded suits (every suit 
stopped) . 

Three guarded suits with at 
least one Ace. 

Three King-Queen or King-Jack 
suits. 

A solid suit of five Clubs or Dia- 
monds and an outside Ace or 
guarded King. 

Many players of the 1915 game 
also bid on a hand containing but 
two short suits; each, however, 
having great strength, such as Ace 
and King of one suit, and Ace and 
King, or Ace, Queen and jack of 
another, th'e cards in the other two 
suits being worthless. Of course, 
while such a hand is worth four 
tricks, there is considerable danger 
in the bid, unless the partner is 
dependable and will take out De- 
clarer if he has a weak hand, or 



24 



refuse to increase in case an op- 
ponent has overbid. 

The advantage of the No Trump 
declaration is that it shuts out all 
bids of one by the adversaries. 

As a rule, do not bid No Trump 
originally when you are blank a 
suit, and rarely on a hand con- 
taining a singleton. A singleton is 
a dangerous element in a No 
Trump, and also in a suit which 
your partner has declared. How- 
ever, a singleton is not necessarily 
a bar to a No Trump when the 
other suits of the hand are strong. 

If you have a possible game- 
going declaration in Hearts or 
Spades, with one short trickless suit 
in the hand, it is much better judg- 
ment to declare the suit, even 
though it is a legitimate No 
Trumper. Also when holding four 
Honors in Hearts or Spades, bid 
the suit. 



25 



Bid two No Trumps with a solid 
suit of five Clubs or Diamonds and 
an Ace or guarded King in two 
other suits, such as — 

Clubs A K Q X X X 
Diamonds A X 
Spades K X X 
Hearts 9 2 

or hands of like combination, as 
the adversary then will not have 
an opportunity to declare the short 
suit. 

If you have not the material for 
a No Trump, your next choice in 
the game-going declarations is 
Spades or Hearts, as with these 
suits four odd tricks will put you 
game, while in Diamonds and 
Clubs five tricks are required. 

Bid one on any five-card suit 
headed by — 

26 



A and K 
A K J 
A Q J 
K Q J 

You may bid one on a /owr-card 
suit with — 

A K Q X 
or 

A K J X 
A Q J X 

K Q J X and an out- 
side sure trick. 

Also with five in suit, headed by — 
A or K and an out- 
side sure trick. 

This is the minimum strength re- 
quired. 

The bid of two Hearts or two 
Spades shows six sure tricks and is 
a request to the partner not to 
change the declaration. This bid 
may be made without either Ace 
or King at the top of the suit. 



27 



A bid of three shows seven sure 
tricks. 

Bid two Clubs or Diamonds, 
holding five or more headed by 
Ace, King, Queen, or six or more 
headed by Ace or King and an out- 
side sure trick. 

Bid three Clubs or Diamonds if 
a game is possible with these suits 
trump. 

SECOND BIDDER 

If you hold a suit of unusual 
length with a Queen or Jack at the 
top and some outside strength, de- 
clare it, if the dealer has made a 
bid. You should be cautious about 
over-bidding a No Trump unless 
your hand is of sufficient strength 
to make your contract in spite of 
the No Trump declaration; or un- 
less you expect to force the adver- 
saries to two No Trumps. 

Forcing bids should not be con- 
fused w T ith original or opening 

28 



bids. Forcing bids do not neces- 
sarily show top cards. 

Pass, if the adversary's bid suits 
your hand or if you have no strong 
suit of your own. 

Do not over-bid the Declarer's 
No Trump when you hold a solid 
suit of five Clubs or Diamonds, 
such as — 

A K Q X X 
A K Q K X and no 
other strength. 

Your adversaries, not having 
your suit stopped, will be warned 
against continuing the No Trump, 
and can in all probability shift to 
some other game-going suit; 
whereas if you "pass" on such a 
holding, you can keep them from 
going game and quite probably de- 
feat them, if your partner has some 
assistance. 

THfkD BIDDER 

Do not take your partner out of 



29 



a Spade or a Heart bid, unless you 
have no help for him, and have a 
safer bid or are strong enough to 
stand alone. 

Do not bid No Trump over your 
partner's Spade or Heart declara- 
tion, unless you have every other 
suit stopped and are weak in part- 
ner's suit, or have a solid suit of 
Diamonds or Clubs and one other 
suit stopped. 

As stated before, under the head 
of "Opening Bids," the declaration 
of two Hearts or two Spades is a 
request to the partner not to change 
the declaration. Such a bid should 
not be over-called unless you have 
four honors in a major suit, and 
expect to go game. So, also, a bid 
of two No Trumps over partner's 
two Spades or two Hearts is only 
justifiable when you hold four 
Aces. 

If your partner has bid No 



30 



Trump, second hand having 
passed, and you have no assistance 
for the No Trump, bid two on any 
five-card suit you may hold. This 
is a warning bid — a "take-out" — 
showing weakness. If you have no 
five-card suit, pass; never take out 
on less than five. 

If the second hand has over-bid 
your partner, increase your part- 
ner's suit declaration if you have 
two sure tricks, or bid on any 
stronger suit you may hold. You 
should pass if you have no help 
for your partner and no good bid 
in your hand. 

If your partner has bid one No 
Trump, and Second Hand has bid 
two on a suit, increase your part- 
ner's declaration if you can stop 
the opponent 's suit and have some 
outside help. 

Having once increased your part- 

3i 



ner's bid of No Trump, showing 
a stopper in the adverse suit, and 
other strength, you are justified in 
a second increase if you have the 
adversaries' suit stopped twice. 

Some examples follow: 

In each case, the Dealer bids one 
Spade, Second Hand two Clubs, 
Third Hand holds- 
Spades King X X 

Clubs X X 

Diamonds Queen, Jack X X 

Hearts Ace X X X 
With this holding, Third Hand 
should increase his partner's bid. 

So also with the following: 

Spades X X X X 

Clubs None 

Diamonds Ace, King, X X X X 

Hearts King X X 

This hand, being void of Clubs, 
with four small Spades, is worth 
three or four increases or raises. 



32 



Spades Queen X X X X 

Clubs XXX 
J3iamonds XXX 

Hearts Jack X 

With this combination, Third 
Hand should not raise his partner's 
bid of a Spade. While he holds 
five trumps, he has not a trick in 
the side suits. 

The situation is far different, 
however, with the following hold- 
ing bv Third Hand: 

Spades Ten X X X X 

Clubs None 

Diamonds Ace XXX 

Hearts # Jack XXX 
as in this instance the long weak 
Spades can be used to trump the 
missing suit of Clubs. With this 
holding, Third Hand may increase 
twice if necessary. 

FOURTH BIDDER 

If your partner and your adver- 



3 3 



saries have declared, you will be 
able to place most of the high 
cards and will be guided by this 
information in making your bid. 
The greatest care should be exer- 
cised, however, in drawing your in- 
ferences so that you may as ac- 
curately as possible determine 
which are free bids and which are 
"forcing" bids. 

For instance, if the Dealer has 
bid one No Trump and Second 
Hand bids two Hearts with say 
five to the Queen, Jack, and some 
outside strength, and Third Hand, 
having the Hearts stopped, over- 
calls Second Hand with two No 
Trumps, Fourth Hand should not 
raise his partner's declaration to 
three Hearts over two No Trumps, 
unless he has good support. 

If the Dealer bids No Trump, 
Second Hand passes and Third 
Hand passes, you should bid two 



3+ 



on any good suit you may hold, 
which, if led by partner (in case 
the adversaries go to two No 
Trumps) may prove a game- 
saver. 

In a No Trump, it is most im- 
portant for Fourth Hand to indi- 
cate his suit, so that his partner, 
who has the opening lead, may 
give him a strengthening card — 
the highest from a holding of four 
or less. 

If it is the rubber game, bid up 
your hand to the limit, even though 
you take a risk of losing 150 points 
above the line. This does not 
mean reckless bidding, however, 
giving adversaries an opportunity 
to double, and possibly make more 
than the rubber would be worth. ■ 

If Second Hand bids No Trump, 
and Third Hand passes, you, hav- 
ing no assistance, should "take out" 



35 



partner, by bidding two on any 
five-card suit you may hold. 

INCREASING PARTNER'S BID 

Generally speaking, a player is 
justified in increasing his partner's 
original suit declaration when his 
hand contains two sure tricks. 

WHEN A SUIT HAS BEEN BID 

Sure tricks mean Aces, guarded 
Kings; singletons or blank suits 
with small trumps. A hand con- 
taining a missing or blank suit and 
a few small trumps, is good for 
two tricks. A singleton Ace with 
two or three small trumps is also 
worth two tricks. 

Do not increase partner's bid 
with a holding of four or five of 
his suit and no outside assistance. 
Remember that he has at least five 
trumps, and needs sure tricks from 
you in the side suits. 

36 



After having once increased your 
partner's bid, promising two sure 
tricks, you may again go up, or 
raise, on every extra sure trick 
your hand contains. 

This should not be confused 
with the case where a dealer has 
declared the full strength of his 
hand and his partner has in- 
creased. For example, the dealer 
bids one Diamond showing a five- 
card suit, headed by the King, and 
the Ace of Hearts — the minimum 
strength required. His partner 
bids No Trump and the Fourth 
Hand two Hearts. The Dealer, al- 
though he has the adversaries' suit 
stopped, should not increase his 
partner's bid of one No Trump to 
two. By his bid of one Diamond 
he has already announced the full 
value of his hand, and on the 
strength of that declaration his 
partner has gone to No Trump. 



37 



If the original Diamond bidder 
goes to two No Trumps with such 
a weak hand, he is promising an 
extra trick which he cannot pro- 
duce — he is bidding twice on the 
same cards. 

WHEN NO TRUMP HAS BEEN BID 
Not having previously declared, 
increase your partner's bid of one 
No Trump, over an adverse decla- 
ration, if you have the opponent's 
suit stopped (a sure trick in that 
suit) and some other assistance. 
If you have exactly two tricks and 
no other possibilities you should 
not increase; but should your part- 
ner increase his own bid to two 
No Trumps, showing a strong 
hand, you may, if necessary, raise 
to three No Trumps with exactly 
two sure tricks, on the next round. 
The following explains: 
In each case, the Dealer bids one 
38 



No Trump, Second Hand two Dia- 
monds, and the partner of the 
Dealer (Third Hand) holds — 

Spades X X 

Clubs Ace, Jack, Ten X X 

Diamonds Ace X X 

Hearts X X X 
Third Hand should increase his 
partner's bid to two No Trumps. 
He has the adversary's suit stopped 
and one other suit, which can most 
likely be established and be worth 
two or three extra tricks. So also 
with this combination: 

Spades X X 

Clubs Queen, Jack, XXX 

Diamonds King X X 

Hearts Ace X X 
he should increase to two No 
Trumps. 

With this holding: 

Spades Jack X X 

Clubs Ace X X 



39 



Diamonds King X X 

Hearts X X X X 
Third Hand should pass. While 
he has the adversary's suit stopped 
and one other sure trick, the hand 
is too weak to increase. The Deal- 
er's No Trump may be a "border- 
line." But should the Dealer in- 
crease his own bid to two No 
Trumps, and Second Hand over- 
bid, Third Hand may then go to 
three No Trumps. 

OPENING LEADS 
It goes without saying that a 
player, in order to lead intelli- 
gently, should remember every bid 
that is made and draw inferences 
from the same, so that he may as 
accurately as possible place the 
strength of the various suits. 

If several bids have been made, 
he has considerable information as 
to the location of high cards. 



40 



As will be seen later, the open- 
ing lead against a No Trump is 
very different from a lead when a 
suit has been declared. 

OPENING LEADS AGAINST A NO TRUMP 
BID 

Leading to partner's bid: 

When your partner has bid on a 
suit, lead the best card you hold in 
that suit from four or less, if you 
have no better lead. Should your 
card win the trick, then lead the 
highest remaining. 

There is one exception to the 
high card lead, however, and that 
is when the No Trump declaration 
has been made after your partner 
has bid on the suit, and you hold 
Ace or King with two or three 
small cards. From this holding, a 
low card should be led with the 
hope that the high card in the De- 
41 



clarer's hand may be picked up 
when partner returns the suit. 

For example: Your partner bids 
one Spade, holding Ace, Jack, Ten 
X X; you hold King, XXX. Your 
right hand adversary bids No 
Trump, holding the Queen, Nine, 
X, expecting the opening lead to be 
a Spade, and counting the Queen 
twice guarded a stopper if the suit 
be led up to him; the adversary's 
deductions are justified, if you 
open a high card, but if you open 
low, your partner takes the trick 
with the Ace, and returns the Jack 
and you pick up the opponent's 
Queen. 

In case your partner has bid on 
two suits, you should lead the suit 
in which you have the greatest as- 
sistance. If you have little or no 
strength in either, lead the suit 
your partner declared first. 

When partner has not declared, 



42 



or if you are justified in believing 
your own suit is better than his, 
open your own long suit, unless 
your holding is of such a charac- 
ter that it would be greatly to 
your advantage to have that suit 
led to you — such a combination as 
Ace, Queen, Ten, X — King, Jack, 
X X — and you have reason to be- 
lieve from the bidding that the 
high card against you is on your 
right. 

Or, if you have declared on a 
tenace suit such as Ace, Queen, 
Ten, X X, or King, Jack, Ten, 
X X, and one sure side trick, and 
No Trump has been over-called by 
the adversary on your right, avoid 
opening that suit, when there is a 
possible chance of putting your 
partner in. If your partner has 
made a bid, lead his suit, provided 
he is a dependable bidder and you 
consider it a safe risk. If his card 



43 



wins the trick, he will then lead 
your suit, through the No Trump 
hand on your right. 

Your partner should infer that, 
having bid on a suit and having 
refused to open it, you have some 
good reason for not doing so, and 
when he is in the lead, should lead 
your suit. 

The lead of an Honor at No 
Trump indicates that the suit con- 
tains three Honors, or is of great 
length. 

The original lead of an Ace at 
Xo Trump shows great strength 
and calls for partner's highest 
card, regardless of the number he 
holds. 

A re-entry card is a sure trick- 
taker, wh;ch will enable the holder 
thereof to be again in the lead. 

ACE LEADS 

From the following combina- 



44 



tions, the Ace should be led, 
whether the hand contain a re- 
entry or not: 

A K Q J alone or with others 
A K Q 10 with one or more others 
A K Q X X X with one or more 
others 

A K J 10 X X with one or more 

others 
A K J X X X 
A K X X X X X 

With the following combinations, 
the Ace is the lead only when the 
hand contains a re-entry: 

A K J 10 X (with no re-entry, 

lead Jack) 
A K J X X (with no re-entry, lead 

4th best) 

A Q J 10 (with no re-entry, lead 
Queen) 

A Q X X X X X (with no re- 
entry, lead 4th best) 

45 



KING LEADS 

Whether the hand contain a re- 
entry or not: 
A K Q 10 

A K Q with one or two small 
A K J X 
K Q J io 

K Q J with one or more small 
K Q 10 with one or more small 
K Q with five or more small 
With the following combinations, 

the King is the lead, when the 

hand contains a re-entry; 

A K J io (otherwise lead Jack) 

A K X X X X (otherwise lead 4th 
best) 

K Q, with four or more (otherwise 
lead 4th best) 

QUEEN LEADS 

The Queen should be led from 
the following holdings: 
Q J 10 with one or more small 
Q J 9 with one or more small 

46 



The lead of a Queen is also 

made from 

A Q J 10 alone or with others 
A Q J with one or more 

when the hand does not contain a 

re-entry. 

JACK LEADS 

A J 10 with one or more 
K J 10 with one or more 
J 10 9 with one or more 
J 10 8 with one or more 

also from the following, the lead 

is the Jack: 
A K J 10 

A K J 10 and one other 
if the hand contain no re-entry. 

TEN LEADS 

A Q 10 9 with one or more 
A io 9 with one or more 
K io 9 with one or more 
Q io 9 with one or more 
io 9 8 with one or more 
io 9 7 with one or more 

47 



also from the following: 

A Q 10 9 X X X 
if the hand contain no re-entry. 

From all other combinations, the 
lead should be the fourth best of 
the longest suit, excepting when 
the hand contains an intermediate 
sequence w T ith as high a card as an 
8 at the top: the top of the sequence 
should then be led. 

In the following combination: 

K J 8 7 4 
the 7 is the fourth best, but the 
lead should be the 8 — the top of 
an intermediate sequence. 

OPENING LEADS AGAINST A 
SUIT BID 
If your partner has bid (and 
you have not a better lead) open 
with the best card you hold of his 
suit, from four or less, — always the 
Ace and always the top of a se- 
quence. 

48 



Lead a singleton if you have two 
or three small trumps, or four or 
more without an Honor. 

If you have a good suit of your 
own, lead it. 

ACE LEADS 

From the following, lead the 
Ace: 

A K alone 

A with one or more small 

KING LEADS 

From the following, lead the 
King: 

AKQJ 
A K Q 
A K J 

A K with one or more 
K Q J alone or with others 
K Q 10 alone or with others 
K Q alone or with others 

QUEEN LEADS 

From the following, lead the 
Queen : 

49 



Q J io alone or with others 
Q J 9 alone or with others 
Q J with one or no more. 

JACK LEADS 

With the following, lead the 
Jack: 

K J io alone or with others 
J io alone or with others. 

TEX LEADS 

Lead the io from: 
K io 9 with one or more small 
Q io 9 alone or with others 
io 9 alone or with others 

With other combinations, lead 
the fourth best of your longest suit, 
such as Q X X X," J X X X. 

Avoid opening tenace suits, such 
combinations as: 

A Q X X 
A J X X X 
K J X X X 
or a suit headed by the King. 



SO 



Wait for these suits to be led to 
you. 

The lead of a low card against 
a suit bid shows that neither the 
Ace nor the King is in the leader's 
hand. 

PLAYING 

No rigid rules can be laid down 
to cover every situation that arises 
in the playing of a hand, as fre- 
quently the lead of the first card 
upsets all preconceived plans of 
campaign, and no two hands seem 
ever to bring up exactly the same 
questions. 

The player who finally captures 
the bid should use all his skill, 
both in planning and playing, to 
not only fulfill his contract, but 
to make a game on every hand 
played, if at all possible. 

5i 



DECLARER'S PLAY 

WHEN THE DECLARATION IS NO 
TRUMP 

As a rule, if you hold losing 
cards in the adversary's suit, it is 
wise to lose them on the first or 
second round while you have com- 
mand of the situation. If the Ace 
is the only stopper, do not play 
it until the third round ; as by that 
time the partner of the holder of 
the long suit will most likely be 
unable to return the suit, his cards 
having been exhausted. 

The longest suit in the combined 
hands should be first established, 
even though a weak one, rather 
than a four-card suit with Ace, 
King, X X, in Declarer's hand, 
and Q X X in Dummy. 

It is of vital importance that the 
high cards of your suit held by 
your adversaries be forced out as 
soon as possible. 



52 



For example : 

If Declarer's holding be — 
Spades A K 
Hearts K Q X X 
Diamonds K X X 
Clubs J 10 X X 

and Dummy's — 

Spades X X 
Hearts A X X 
Diamonds Q X X 
Clubs Q 9 X X X 

the Club suit should be played out 

first. 

It can be established in two 
rounds, leaving three sure tricks on 
which the adversaries will be 
forced to make damaging discards, 
and the Ace of Hearts is kept in 
Dummy as a re-entry. 

The novice, almost without ex- 
ception, will open a suit contain- 
ing Ace, King, Queen, with, say 
four in his hand and three or four 
in Dummy, losing sight of the pos- 



53 



sibility of an adversary holding a 
stopper — the Jack and three small. 
The Ace, King and Queen are sure 
tricks which may be taken at any 
time later on, and are valuable re- 
entries. Therefore, first establish 
and play out the longest suit in the 
combined hands. This may force 
the adversary to discard one of the 
guards to his Jack on your long 
suit, before the four card Ace, 
King, Queen suit has been opened, 
which would give you four tricks, 
whereas if that suit had been 
opened in the beginning, you would 
have presented the adversary with 
a trick. 

If you have to choose between 
two suits of equal length, open the 
one that can be most easily estab- 
lished. By remembering your oppo- 
nents' bids, advantageous finesses 
may be made. 

If there are two suits equal in 



54- 



length and distribution, one in 
Dummy and the other in your own 
hand, establish first the suit in 
Dummy, as, while the adversaries 
may unwittingly open the strong 
suit in your hand, they will surely 
not lead to strength in Dummy. 

Never establish a suit if there is 
no chance of making it — if there is 
no re-entry in the hand containing 
the remaining cards of the estab- 
lished suit. The importance of 
keeping re-entry cards in the hand 
until suits are established, is ob- 
vious. The Declarer, before he 
commences to establish a suit, 
should have the question of re- 
entries and unblocking well and 
carefully thought out. 

PLAY FROM DUMMY 

WHEN THE DECLARATION IS NO 
TRUMP 

Play the King, from King and 



55 



one low in Dummy, on a lead of a 
low card, with only small cards in 
your own hand, or the Queen and 
two small. 

Also, to a similar lead, play the 
Queen, from Queen and two small 
cards in Dummy, with only small 
cards in your own hand. This is 
on the supposition that the leader 
holds both Ace and King. 

The lead of a low card in a de- 
clared suit denies the Ace, but at 
No Trump the leader of a low card 
may hold the Ace. 

With Ace, Queen and low cards 
in Dummy, play low generally, but 
play Ace if you can win the game 
and there is another whole suit 
against you. 

As a rule do not play Queen sec- 
ond hand from Ace Queen, unless 
you are working for a grand slam 
or have reason to believe that the 
King is on your left. 

56 



With King, Jack and a low card 
in Dummy, play the Jack if you 
hold only low cards in your hand, 
but play King if by winning with 
it you can score game and there is 
another long suit against you. 

With Jack and one in Dummy, 
and King and two in your hand, 
play Jack second hand. 

DECLARER'S PLAY 

WHEN A SUIT IS TRUMP 

As rapidly as possible, you 
should plan your method of attack. 
See if you have an opportunity to 
cross-ruff, or to trump losing cards 
in your hand with the trumps in the 
Dummy. If not, lead trumps at 
once and exhaust the adversaries' 
holdings. 

In establishing suits, keep a re- 
entry card in the hand containing 
the greatest number of the suit you 
are establishing. To do this, lead 



57 



out first the high cards in the hand 
containing the fewest number, in 
order not to block the long hand. 

With Ace, Queen, and one or 
more small cards in one hand, and 
Jack and one or more small in the 
other, lead a low card to the Ace, 
Queen suit and finesse the Queen. 
PLAY FROM DUMMY 

WHEN A SUIT IS TRUMP 

The holding in your own hand 
will influence your play from 
Dummy. If, as second player, 
Dummy's hand contain two cards 
in sequence higher than the card 
led, generally cover; play one of 
the sequence. 

If Dummy has a suit containing 
a face card and one low, as a rule 
play high; but play low if your 
holding is Jack and two small, or 
Ten and three small. 

From a combination of Ace. 
Queen, and low cards in Dummy, 

5S 



generally play low, unless by play- 
ing the Ace you can go game, and 
there is a long suit against you. 

Unless there is a possibility of a 
Slam, do not play the Queen from 
an Ace, Queen suit in Dummy. 

If you hold only low cards in 
your hand, play the Jack from a 
iuit containing King, Jack and a 
low card in Dummy, unless by 
playing the King you can go game, 
and there is a long suit against 
you. 

PLAY BY ADVERSARY ON 
DECLARER'S LEFT 
Lead through strong suits in 
Dummy, such as — 

Ace, Queen X 
King, Jack X X 
King X 

Cover an Honor led by the De- 
clarer even though Dummy can 
win the trick, if there is a possi- 



59 



bility of making good a card in 
your partner's Band, or in your 
own, excepting when your high 
Honor is sufficiently well guarded 
to make sure of a trick in that suit 
eventually. 

Do not hold up an Ace at No 
Trump, when your hand is good 
for another trick in the suit. 
PLAY BY ADVERSARY ON 
DECLARER'S RIGHT 

NO TRUMP 

Do not finesse on your partner's 
lead unless against high cards in 
Dummy. 

If your partner leads the Ace, 
play your highest card of his suit 
and follow on the next round with 
the best card remaining. If your 
partner leads a low card, and you 
win the trick, return the best card 
remaining of his suit, — unless you 
have a better suit or after having 

60 



seen Dummy you think it inadvisa- 
ble to continue his suit. 

PLAY TO DUMMY'S LEAD 

Holding K X 
K X X 

play the King on Dummy's low 
card led from a suit headed by the 

° e ' Holding K Q X 
Q J X 
J 109 X 
K J 10 X 
play the lowest of the sequence on 
a low card led by Dummy from a 
suit headed by the Ace. 

As a rule, when Dummy leads 
an Honor and you hold a higher 
card (unless it be the Ace) you 
should cover, if by so doing you 
make a card good for your part- 
ner or for yourself. 
Holding K X X 
K X X X 
Q X X 
61 



play low when Dummy plays a 
low card from a suit headed by the 
Ace. When Dummy leads an 
Honor from a suit with Queen, 
Jack, 10 X X, and vou hold 

K X X 

K X X X 
play low, as it is not likely the 
King can be picked up, with five 
cards in Dummy and three or four 
in your hand. 

Holding the Ace and two or 
more cards of Declarer's suit, gen- 
erally play low on a low card led 
from Dummy, holding up the Ace 
until the third round. Play the 
Ace the first round if your hand 
is good for another trick in the 
suit, or if you have an established 
suit that you can make, which will 
defeat the Declarer or save game. 

DECLARED SUIT 

If your partner leads high and 
62 



you hold only two of his suit, 
neither of them being an Honor, 
signal (play the higher card first 
and on the next round the low 
card) to show no more, and that 
you wish him to continue the suit. 

Holding a sequence, always play 
the lower of two, and the lowest. of 
a three-card sequence, in trying to 
win a trick. 

For example, if your partner 
leads a low card and you hold — 

K Q J X 
Dummy having played low, play 
the Jack. 

From A K X X, play the King. 

Should you be in the lead, how- 
ever, holding a sequence, such as — 
KQJX 
Q J 10 X X 
lead the top. 

As Dummy is on your right, you 
may be able to make profitable 
finesses if the Dummy has high 

63 



cards in the suit led. Do not fi- 
nesse on your partner' lead of a 
low card except against high cards 
in the Dummy. 

In leading, it is often advan- 
tageous to lead up to the weak 
suits in Dummy, through the De- 
clarer's strength, instead of re- 
turning your partner's lead. You 
should be reasonably sure, how- 
ever, that the delay in returning 
your partner's suit may not mean 
the loss of a trick, — when there is 
a possibility of his lead being a 
singleton. Never lead a card up 
to strength in Dummy, unless it be 
a singleton in your hand, or un- 
less it will be trumped by your 
partner. 

FINESSING 

In finessing, a player is trying 
to win a trick with a card lower 
than his best. 

If there has been much bidding 

64 



he has some information as to the 
location of high cards, and takes 
advantage of the situation to make 
profitable finesses. 

The simplest finesse is against 
high cards in the Dummy. For in- 
stance, we will say the leader 
opens with the Jack of a suit. 
Dummy holds the Queen with 
others, and Third Hand the King. 
Obviously, the King should not be 
plaved unless the Queen cover the 
Jack. 

If Third Hand has made a dec- 
laration, however, and the lead of 
the Jack of that suit is in response 
to such a bid, the situation is en- 
tirely different, as in this in- 
stance the leader is opening with 
his highest card of the partner's 
suit, and the other cards can read- 
ily be placed. 

When Dummy has the King, 
and Third Hand the Ace, Queen, 

65 



or Ace, Jack; or if Dummy has the 
Queen, and Third Hand the Ace, 
Jack, or King, Jack, then, of 
course, Third Hand should finesse 
if Dummy plays a low card. 

Caution should be exercised in 
finessing, when there is a long suit 
against you. 

If you have nine cards of a 
suit in the combined hands, with 
Ace and King, as a rule do not 
finesse. Play for an even division 
of the cards. 

With less than nine cards in 
the two hands, always finesse. 

Holding eleven cards in the two 
hands, with Ace, Queen, Jack, do 
not finesse against the King; play 
the Ace, unless the King is marked 
on the right of the Ace, Queen. 

Having the Ace and small cards 
in one hand, and the Queen and 
small cards in the other, never 

66 



lead the Queen up to the Ace, but 
lead a low card over to the Queen. 

At No Trump, be cautious about 
finessing if it is likely to block 
your partner's suit. 

Do not finesse when it would 
prove disastrous for the adver- 
saries to be in the lead, nor when, 
if the finesse should fail, the con- 
tract cannot be fulfilled. 

Finessing is one of the fine points 
of the game, and when success- 
fully carried out, frequently means 
a difference of several tricks in a 
hand. 

DOUBLING 

Any bid may be doubled and re- 
doubled once — but not more. 

When a declaration has been 
doubled or re-doubled, the bidding 
is re-opened, and the three suc- 
ceeding plavers may make a higher 
bid. 

Doubling doubles the value of 
67 



each trick over six; re-doubling 
quadruples each. 

When a player whose bid has 
been doubled, wins the declared 
number of tricks, he scores a bonus 
of 50 points in his Honor score, 
and a further 50 points for each 
additional trick won. When he or 
his partner has re-doubled, he 
scores 100 points for making the 
contract and 100 for each addi- 
tional trick. He also scores in his 
trick score twice the value of the 
odd tricks won, if doubled, and 
four times the value of the odd 
tricks if re-doubled. 

When the player whose bid has 
been doubled fails to make his 
contract, his opponents score in 
their Honor column 100 for each 
trick by which they defeat him, 
and 200 for each trick if re- 
doubled. 

The beginner or average player 
68 



should be reasonably certain, be- 
fore doubling a declaration, that 
he can succeed; he should also 
bear in mind that the adversaries 
may be able to shift to another 
suit, should he double, whereas by 
keeping quiet he could defeat them, 
or save game. 

Never make a doubtful double 
which, if unsuccessful, will enable 
the adversaries to go game. 

When ithe bid is sufficient to 
make game if not doubled, such 
as three No Trumps, four Hearts, 
five Diamonds or Clubs, there is 
some excuse for a doubtful double. 
However, do not double "just on 
general principles" when a high 
bid has been made by a skillful 
player; he would not have made 
such a high bid had he not been 
reasonably sure of fulfilling his 
contract, and a double gives him 
a distinct advantage in locating 

69 



the strength and in making profit- 
able finesses — an advantage of at 
least one trick. 

A bid of one should never be 
doubled, except for information. 

A bid of two should rarely be 
doubled. The following, however, 
is an exception: 

When No Trump has been bid 
and Second Hand has declared 
two of a suit, Third Hand, hold- 
ing at least four of the adver- 
sary's suit, with two sure tricks, 
and some outside strength, may 
double the adversary's bid. The 
partner can then decide whether 
to take out the double or continue 
the No Trump. 

Great caution should be used in 
doubling a suit declaration when 
your hand contains a very long 
suit with top cards and a single- 
ton or missing suit. The high 



70 



cards in your long suit which, in 
doubling, you are no doubt count- 
ing sure tricks, may be trumped 
even on the first round ; the other 
hands are quite likely to be of the 
same character as your own. 

INFORMATORY DOUBLES 

As stated before, a bid of one is 
only doubled to give information 
to partner. It is proposed that this 
idea be adopted, as a convention, 
to convey the information hereto- 
fore given by using the abolished 
"High Spade" bid. This "conven- 
tional double" only applies to a 
bid of one. Doubled bids of two 
or more are in no way changed. 

In these days of light No 
Trumpers, it frequently happens 
that one of the opponents of a No 
Trump declarer has also a No 
Trump. This information (since 
the abandonment of the High 



7i 



Spade bid) can now be given the 
partner by doubling the Declarer's 
bid of one No Trump, which is 
much safer than bidding Two No 
Trumps. 

This conventional double should 
not be made by a player with a 
holding of less than five tricks. 
The partner of the doubler should 
bid two of his best suit. 

So, also, when the Declarer has 
bid on a suit: if an adversary has 
a No Trump, three strong suits, but 
is unable to stop the Declarer's 
bid, he doubles it. The partner of 
the doubler, if he can stop the 
suit, should bid one No Trump. 
If not, he should bid on his own 
best suit. 

In cases where the partner of 
the player who has doubled either 
one No Trump, or one of a suit, 
holds an exceptionally good hand, 



J2 



he may elect to pass and let the 
double stand, if he is certain that 
the double will prove sufficiently 
profitable. 

THE SIGNAL 

The playing of an unnecessarily 
high card (not an Honor) on a 
high card led by either your part- 
ner or the adversary, followed by 
a lower card of the same suit on 
the next round, constitutes a sig- 
nal, indicating no more of that suit 
and a desire to trump. 

If an Ace or King is led and 
you hold but two low cards of that 
suit, commence a signal by playing 
the higher card first and on the 
next round or the suit play the low 
card. 

The use of the signal conveys 
valuable information and the part- 
ner should always be on the alert 
for such a play. 



73 



The play of as high a card as a 
seven on the first round might 
quite properly be regarded as the 
beginning of a signal, and the play 
on the second round of the suit 
should be carefully watched. 

PLAYING FALSE CARDS 

In playing to a lead, the De- 
clarer's opponents should "false- 
card," — play a higher card than 
is necessary — whenever it will 
worry the Declarer and will not 
deceive the partner. Holding cards 
in sequence, play the high card in- 
stead of the low. For instance, if 
the Declarer leads a low card, you, 
holding A K X or K Q X X, play 
the top, if it will not affect your 
partner's play. By doing this, you 
deny the next lower card in your 
hand. This is apt to prove con- 
fusing toward the closing play of 
a hand. 



74 



THE DISCARD 

Your first discard should be 
from weakness, the suit you do 
not want led. 

If you have occasion to discard 
a low card from one suit, and the 
next time a low card from another 
suit, your partner should lead you 
his best card in the third suit. 

There are times, however, when 
it is not advisable to discard once 
from two different suits, showing 
weakness in each, and in such 
cases a signal by discard shows 
strength in that suit: first discard- 
ing a high card, and on the next 
round a lower card of the same 
suit, such as a 6 or a 7 on the first 
round, followed by a lower card, 
this is a request that that suit be 
led. 

In discarding, be careful not to 
unguard your Honors. 

Do not discard face cards, or 



75 



too many cards of a weak suit, as 
it gives the Declarer too much in- 
formation and enables him to 
make advantageous finesses. There 
are situations toward the closing 
play of a hand, when it is wise 
to discard from strength, if the 
deception will worry the adver- 
sary, and when there is no oppor- 
tunity for partner to be in the lead. 

UNBLOCKING 

Unblocking is manipulating the 
cards in the two hands so that the 
long hand may be last in the lead 
— win the last round. This is best 
accomplished by playing out first 
the high cards in the short hand. 
To illustrate: 

Declarer holds Q, 9, 7, 3 of a 
suit, and Dummy, T, 10, 8, 6, 2, 
with no re-entry in the Dummy 
hand: the Queen should be played 
76 



on the first round of that suit, and 
the 9 on the second round, keeping 
the J, 10, 8 in Dummy for the last 
three rounds. 

Another more obvious situation 
is when the Declarer holds K, Q, 
X of a suit, and Dummy J, XXX 
X, without a re-entry: the King 
and Queen should be played first, 
and the small card in the short 
hand be kept until the third round, 
to put Dummy in the lead. 

DUCKING 
Ducking is refusing to win the 
first round of a suit, possibly the 
second also, when the long hand 
is nithout a re-entry: losing a 
trick in order to gain two or more. 
For example: Declarer holds X X 
X of a suit, and Dummy, Ace, X 
XXX, with no re-entry. The 
Declarer should lose the first and 
second rounds. He can then most 



77 



likely make the remaining three 
tricks in Dummy. 

So, also, with the following: 
Declarer holds X X X of a suit, 
and Dummy, A K X X X X, with 
no re-entry. While the rule is, 
with nine cards of a suit in the 
combined hands, to play the Ace 
and King on the first and second 
rounds — hoping to find the four 
cards held by the opponents di- 
vided evenly, two in one hand and 
two in the other — in this case the 
risk that the Queen may be 
guarded is too great, with no re- 
entry in Dummy. In this case, the 
Declarer should ''duck" — let the 
adversary win — the first round: 
then, when he is next in the lead, 
play the Ace and King; this will 
doubtless exhaust the remaining 
cards held by opponents and give 
him five tricks. 



7S 



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